Simulation Or Simulacrum? the Promise of Sports Games

Simulation Or Simulacrum? the Promise of Sports Games

Simulation or Simulacrum? The Promise of Sports Games Ron Scott and Judd Ethan Ruggill When MADDEN copies the camera works and com- mentaries of televised football matches, it’s not just a clever postmodern strategy. It’s satisfying the basic desire of a game player: “Wouldn’t it be cool if I could be in charge of the game playing out on my TV?” You could probably devise a football interface that gives better tactical control, if the point of the game is simply to beat the computer. But it’s unlikely MADDEN 2005 will sport a jet-fighter-like HUD with GPS and radars. The role-playing at the heart of the game is not about strategy and tactics, or even athletics—it’s about the life on the little screen. – Steve Theodore (48) Despite the fact that there are arguably more than 40 different genres of computer games, American gamers are remarkably pas- sionate about sports games1. In 2003, for example, nearly twenty percent of all console titles sold were sports games (The Entertainment Software Association), and the granddaddy of them all, Madden NFL Football, became the first franchise ever to be honored and exhibited at the Pro Football Hall of Fame (EA Sports “Madden”). Players’ passion for sports games can be seen in the big money tournaments hosted by Microsoft and Sony, the forma- tion of professional gaming leagues such as Major League Gaming2, the thirty million copies of Madden NFL Football sold over the last fourteen years (EA Sports “Madden”), and the growth of Electronic Arts into a multi-billion dollar company that in 2003 alone boasted almost $2 ½ billion in sales (Hoover’s Inc.). What is particularly striking about Americans’ passion for sports games, however, is that it is a passion fuelled by a curious prom- ise: sports games such as FIFA Soccer (2004), ESPN Major League Baseball (2004) and NHL 2004 (2004) claim at once to authenti- WORKS AND DAYS 43/44, Vol. 22, Nos. 1&2, 2004 64 WORKS AND DAYS cally represent both “sport” and the commodification of sport, or rather competition and how that competition is packaged in and by the media (e.g., “football” and “NFL football”). The problem is that they rarely fulfill this promise, or at least rarely do so fully. The user experiences that sports games offer are distillations and conflations of the experiences they are meant to simulate. While abstraction is inherent to simulation—especially for computer games because of hardware limitations and playability issues—the abstractions found in many sports games mean that the games themselves are less simulations than simulacra. Games such as Madden NFL Football not only conflate and distill “football” and “NFL football,” but in so doing create an experience that mimics neither. The purpose of this article is to delimit the curious promise of sports games, as well as what it is they actually deliver. We will begin by analyzing the realism sports games claim to offer, and describe the ways they purport to simulate the play and manage- ment of sport. We will then show how this realism is in fact better understood as “realism,” a wholly commodified version of sport that in fact has very little to do with the real-life socio-economic phenomenon. The Promise Sports games have certainly come a long way since Mattel first introduced Football and Auto Racing in 1977. The red blips and two-inch screen that were so revolutionary during the “me” decade now seem quaint (if not downright prosaic) compared to the pho- torealistic graphics and audiophile-quality sound of contemporary offerings such as ESPN NFL Football (2004), ToCA Race Driver 2: Ultimate Racing Simulator (2004) or even Mario Kart: Double Dash!! (2003). Yet current sports games offer more than just stun- ning aesthetics; indeed, they trade in customizability. Not only are there now multiple types of sports games, including “street” (e.g., NBA Street [2001]) and “adult” (e.g., Dead or Alive Extreme Beach Vollyball [2003]), but many games also allow players to select from an astounding array of clothing, shoes and other gear with which to equip and personalize their avatars. So customizable, in fact, are contemporary sports games that they often exceed the “real- ism” of the environments they are designed to simulate. “Street” games provide an especially good example of this hyper- realism. In titles such as NFL Street (2004) or NBA Street Vol. 2 (2004), players select teams from among rosters of current and clas- sic professional stars such as Ricky Williams, Barry Sanders and Nate Archibald. Players can also select from among both real and fictional “fields” upon which to play (e.g., Rucker Park, “da roof,” etc.). The attraction of street games (and perhaps computer games in general) is that they allow the player to mute her/his ego ideal (that part of identity formed during the mirror phase that works in conjunction with the superego to police the self) with an ideal ego (an idealized, omnipotent vision of the self)—an ideal ego embod- ied by the celebrity professional athlete3. Street games conflate Scott and Ruggill 65 nostalgic remembrances of childhood with the appeal of inhabiting the virtual bodies of performers who are capable of far greater ath- letic exploits than anything remotely possible by gamers them- selves. These electronic versions of pick-up basketball or street football thus become powerful carriers of desire and identification, combining nostalgia with celebrity to produce an emotional cock- tail that fuels an enormous market. However, inhabiting the bodies of world-class athletes is not nec- essarily easy or even desirable. Many players instead choose to manage these athletes, playing games in Manager Mode (MVP Baseball 2004), Owner Mode (Madden NFL Football 2004) or GM Career Mode (ESPN Major League Baseball). Rather than empha- size what most computer gamers (and indeed most people in gen- eral) cannot actually do—run the 40 yard dash in 4.4 seconds, hit a 97 mile per hour fastball, take a slam into the boards from a 220 pound left wing, or do a bicycle kick for a goal past three defend- ers—becoming management enables players to do what they already think they can. Management decisions, such as picking the right players or calling the right play, are tasks that many sports fans do every day while arguing around the office water cooler or on sports talk radio about the decisions made by real-life coaches and general managers. In many ways, this is perhaps the boldest prom- ise made by sports games—not only can players master sport, but capitalism (or at least the form of capitalism embodied by profes- sional sports). Madden NFL Football 2004’s Owner Mode, for example, is devoted to “the business side of owning a professional football team” (Prima 2). As Prima’s Official Strategy Guide for the game explains, we’re not just talking about player contracts and free agent signings. You have to manage your bank account like a real owner, by monitoring ticket prices, special events, coaches’ salaries, concessions, and much more. Watch your pennies, and you’ll have cash for signing bonuses, contract extensions, and eventually a new sta- dium. (2) Thus in order to go from “doormat to dynasty” (Prima 2), a Madden NFL Football 2004 player must successfully navigate the socio-eco- nomic context that shapes professional football as a game and a business. We turn now to that context in order to describe what it is that sports games actually deliver. The Reality If nothing else, sports games promise “authenticity.” NBA Live 2004, for example, claims to deliver “the definitive basketball experience”: Step up your game with NBA LIVE 2004. With brand- new 10-Man Freestyle, authentic gameplay, and stun- ning graphics, NBA LIVE 2004 delivers the definitive 66 WORKS AND DAYS basketball experience. Whether running the point with one-button Quick Plays, spinning free in the lane for a vicious dunk, or locking down on “D”, our revamped EA SPORTS Freestyle Controller puts you in total con- trol. With a dramatically enhanced Dynasty Mode, the ability to take the court at all NBA arenas, and all-new commentary from Marv Albert and Mike Fratello, NBA LIVE 2004 is all about authenticity. (EA Sports “NBA Live”) So too, in fact, are ESPN NHL Hockey (2003), EA Sports Fight Night 2004 (2004), and even ESPN College Hoops (2003), which com- bines “all the tradition, pride and competitive spirit of real college basketball with real college gameplay” (ESPN Videogames). No matter how faithfully these and other sports games claim to embody “sports,” however, they can only approximate the authen- tic sports experiences they promise4. For one thing, sports games trade on “total control,” something exceedingly rare in real-life sports where climatic and biorhythmic fluctuations, plain old bad luck, and a host of other forces affect athletic performance. Sports games do away with vitiating elements—e.g., bad weather, nerves, insomnia, uncomfortable uniforms, game-related superstitions5, low morale caused by losing streaks, etc.—that plague profession- al and collegiate athletes alike. Sports games instead offer a purer form of sport, one in which athletic ability alone (rather than Murphy’s Law or the vagaries of the human condition) determines victory or defeat. And yet, this purer form of sport too is abstracted, with the com- puter acting less as a facilitator than a mediator. The movements, strategies, and skills essential to real-life play are at once simplified and combined according to developer taste, playability issues, hardware and software limitations, and business concerns. NBA Live 2004, for example, reduces what is arguably the most difficult and complex position in basketball—point guard—to a series of “one-button Quick Plays.” While these shortcuts certainly enhance game play (and are actually essential in the sense that feature rich- ness must often be sacrificed in some way to insure intuitive and immersive play6), they ultimately make the sports game experience much different from the authentic sports experience the games pur- port to offer.

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